public void OnSceneGUI() { Grid grid = BrushUtility.GetRootGrid(false); if (grid == null) { return; } if (brush.activeObject != null) { BrushEditorUtility.DrawMarquee(grid, grid.WorldToCell(brush.activeObject.transform.position), new Color(0.5f, 0.5f, 1f)); } Teleport[] allTeleports = brush.allObjects; BrushEditorUtility.BeginLines(Color.blue); foreach (var teleport in allTeleports) { if (teleport != null && teleport.m_Target != null) { Vector3Int from = grid.WorldToCell(teleport.transform.position); Vector3Int to = grid.WorldToCell(teleport.m_Target.transform.position); BrushEditorUtility.DrawLineBatched(grid, from, to); } } BrushEditorUtility.EndLines(); }
public override void OnPaintInspectorGUI() { GUILayout.Space(5f); GUILayout.Label("This is the built-in default brush."); GUILayout.Label("It is generic brush for painting tiles and game objects."); if (!BrushEditorUtility.SceneIsPrepared()) { BrushEditorUtility.UnpreparedSceneInspector(); } }
public override void OnPaintInspectorGUI() { if (BrushEditorUtility.SceneIsPrepared()) { base.OnPaintInspectorGUI(); } else { BrushEditorUtility.UnpreparedSceneInspector(); } }
public override void OnPaintInspectorGUI() { GUILayout.Space(5f); GUILayout.Label("This brush is for painting the floorplan."); GUILayout.Space(5f); if (!BrushEditorUtility.SceneIsPrepared()) { BrushEditorUtility.UnpreparedSceneInspector(); } }
public override void OnPaintInspectorGUI() { if (BrushEditorUtility.SceneIsPrepared()) { GUILayout.Label("Use this brush to place doors triggered by pressure plates"); GUILayout.Label("First paint the door and then the corresponding pressure plate."); } else { BrushEditorUtility.UnpreparedSceneInspector(); } }
public override void OnPaintInspectorGUI() { if (BrushEditorUtility.SceneIsPrepared()) { GUILayout.Space(5f); GUILayout.Label("Use paint tool to paint rails."); GUILayout.Label("Then paint again on the rails to place a turret."); } else { BrushEditorUtility.UnpreparedSceneInspector(); } }
public override void OnPaintInspectorGUI() { GUILayout.Space(5f); GUILayout.Label("This is built-in default brush."); GUILayout.Label("It is generic brush for painting tiles and game objects."); GUILayout.Space(5f); GUILayout.Label("You'll also find other brushes from the dropdown."); GUILayout.Label("They are custom made for this game."); if (!BrushEditorUtility.SceneIsPrepared()) { BrushEditorUtility.UnpreparedSceneInspector(); } }
public override void OnPaintInspectorGUI() { if (BrushEditorUtility.SceneIsPrepared()) { GUILayout.Space(5f); GUILayout.Label("Paint to place a blue teleport."); GUILayout.Label("Then paint again to place it's orange target."); } else { BrushEditorUtility.UnpreparedSceneInspector(); } }
public override void OnPaintInspectorGUI() { if (BrushEditorUtility.SceneIsPrepared()) { brush.m_KeyColor = EditorGUILayout.ColorField("Key Color", brush.m_KeyColor); GUILayout.Space(5f); GUILayout.Label("Use this brush to place doors and keys."); GUILayout.Label("First paint the door and then the corresponding key."); } else { BrushEditorUtility.UnpreparedSceneInspector(); } }
public override void OnPaintSceneGUI(GridLayout grid, GameObject layer, BoundsInt position, GridBrushBase.Tool tool, bool executing) { LevelBrush.InitializeLevelCacheIfNecessary(); var invalidFloors = LevelBrush.GetAllInvalidFloors(); BrushEditorUtility.BeginQuads(new Color(1f, 0f, 0f, 0.5f)); foreach (var pos in invalidFloors) { BrushEditorUtility.DrawQuadBatched(grid, pos); } BrushEditorUtility.EndQuads(); base.OnPaintSceneGUI(grid, layer, position, tool, executing); }
public override void OnPaintInspectorGUI() { if (BrushEditorUtility.SceneIsPrepared()) { brush.m_Color = EditorGUILayout.ColorField("Color", brush.m_Color); brush.m_Blend = EditorGUILayout.Slider("Blend", brush.m_Blend, 0f, 1f); GUILayout.Space(5f); GUILayout.Label("Use this brush to tint areas with a color."); GUILayout.Space(5f); } else { BrushEditorUtility.UnpreparedSceneInspector(); } }
public void OnSceneGUI() { Grid grid = BrushUtility.GetRootGrid(false); if (grid != null) { if (brush.activeObject != null && brush.activeObject.m_Key != null) { Vector3Int keypos = grid.WorldToCell(brush.activeObject.m_Key.transform.position); Vector3Int doorpos = grid.WorldToCell(brush.activeObject.transform.position); Color color = brush.activeObject.m_Key.color; BrushEditorUtility.DrawLine(grid, keypos, doorpos, new Color(color.r, color.g, color.b, 0.5f)); } } }
public override void OnPaintInspectorGUI() { if (BrushEditorUtility.SceneIsPrepared()) { GUILayout.Space(5f); GUILayout.Label("Use paint tool to place a new laser tower."); GUILayout.Label("The new tower will connect to currently selected one."); GUILayout.Space(5f); GUILayout.Label("Select an existing laser via picking tool."); } else { BrushEditorUtility.UnpreparedSceneInspector(); } }
public void OnSceneGUI() { Grid grid = BrushUtility.GetRootGrid(true); GridInformation info = BrushUtility.GetRootGridInformation(false); if (info != null) { foreach (var pos in info.GetAllPositions(SwarmBrush.k_SwarmDifficultyProperty)) { float difficulty = info.GetPositionProperty(pos, SwarmBrush.k_SwarmDifficultyProperty, 0f); Color col = Color.Lerp(new Color(0f, 1f, 0f, 0.3f), new Color(1f, 0f, 0f, 0.3f), difficulty); BrushEditorUtility.DrawQuad(grid, pos, col); } } }
public override void OnPaintInspectorGUI() { if (BrushEditorUtility.SceneIsPrepared()) { GUILayout.BeginHorizontal(); brush.m_Difficulty = EditorGUILayout.Slider("Difficulty", brush.m_Difficulty, 0f, 1f); GUILayout.EndHorizontal(); GUILayout.Space(5f); GUILayout.Label("Paint areas where you want minions spawning."); GUILayout.Label("Adjust difficulty slider for more and tougher minions."); } else { BrushEditorUtility.UnpreparedSceneInspector(); } }
public void OnSceneGUI() { Grid grid = BrushUtility.GetRootGrid(false); PressurePlateGate gate = brush.activeObject; if (grid == null || gate == null || gate.PressurePlate == null) { return; } PressurePlate plate = gate.PressurePlate; Vector3 pressurePlatePos = grid.WorldToCellCentered(plate.transform.position); Vector3 doorPos = grid.WorldToCellCentered(gate.transform.position); Color color = Color.red; BrushEditorUtility.DrawLine(grid, pressurePlatePos, doorPos, new Color(color.r, color.g, color.b, 0.5f)); }
public void OnSceneGUI() { Grid grid = BrushUtility.GetRootGrid(false); Door door = brush.activeObject; if (grid == null || door == null || door.Exit == null) { return; } Door exit = door.Exit; Vector3 exitPosition = grid.WorldToCellCentered(exit.transform.position); Vector3 doorPos = grid.WorldToCellCentered(door.transform.position); Color color = Color.red; BrushEditorUtility.DrawLine(grid, exitPosition, doorPos, new Color(color.r, color.g, color.b, 0.5f)); }
public override void OnPaintInspectorGUI() { if (BrushEditorUtility.SceneIsPrepared()) { brush.m_Tick = Mathf.Max(EditorGUILayout.IntField("Tick", brush.m_Tick), 1); brush.m_TickDelay = Mathf.Max(EditorGUILayout.FloatField("Tick Length", brush.m_TickDelay), 0.1f); GUILayout.Space(5f); GUILayout.Label("Use paint tool to place sequence turrets."); GUILayout.Space(5f); GUILayout.Label("Then paint again to place it's target(s)."); GUILayout.Label("Set different ticks to the targets to create sequences."); GUILayout.Label("Use picking tool to select existing turret."); GUILayout.Space(5f); GUILayout.Label("Hotkeys . and , to rotate the tick number."); } else { BrushEditorUtility.UnpreparedSceneInspector(); } }
public void OnSceneGUI() { Grid grid = BrushUtility.GetRootGrid(false); if (grid != null) { if (brush.activeObject != null) { Vector3Int worldTurret = grid.WorldToCell(brush.activeObject.transform.position); for (int i = 0; i < brush.activeObject.m_Targets.Count; i++) { Vector3Int localPos = brush.activeObject.m_Targets[i]; Vector3Int worldPos = worldTurret + localPos; int tick = brush.activeObject.m_Ticks[i]; Handles.Label(grid.CellToWorld(worldPos + Vector3Int.up), " " + tick.ToString()); BrushEditorUtility.DrawLine(grid, worldPos, grid.WorldToCell(brush.activeObject.transform.position), new Color(1f, 0f, 1f, 0.6f)); BrushEditorUtility.DrawQuad(grid, worldPos, new Color(1f, 0f, 1f, 0.4f)); } BrushEditorUtility.DrawMarquee(grid, worldTurret, new Color(1f, 0f, 1f, 0.6f)); Vector3 world = grid.CellToWorld(worldTurret); Handles.Label(world, " " + brush.activeObject.m_TickDelay.ToString("F")); } } }